/*
 * Copyright (C) 1997-2001 Id Software, Inc.
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or (at
 * your option) any later version.
 *
 * This program is distributed in the hope that it will be useful, but
 * WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
 *
 * See the GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
 * 02111-1307, USA.
 *
 * =======================================================================
 *
 * Weapon support functions.
 *
 * =======================================================================
 */ 

#include "header/local.h"

/*
 * This is a support routine used when a client is firing
 * a non-instant attack weapon.  It checks to see if a
 * monster's dodge function should be called.
 */
void
check_dodge(edict_t *self, vec3_t start, vec3_t dir, int speed)
{
	vec3_t end;
	vec3_t v;
	trace_t tr;
	float eta;
          
	if (!self)
	{
		return;
	}
 
	/* easy mode only ducks one quarter the time */
	if (skill->value == 0)
	{
		if (random() > 0.25)
		{
			return;
		}
	}

	VectorMA(start, 8192, dir, end);
	tr = gi.trace(start, NULL, NULL, end, self, MASK_SHOT);

	if ((tr.ent) && (tr.ent->svflags & SVF_MONSTER) && (tr.ent->health > 0) &&
		(tr.ent->monsterinfo.dodge) && infront(tr.ent, self))
	{
		VectorSubtract(tr.endpos, start, v);
		eta = (VectorLength(v) - tr.ent->maxs[0]) / speed;
		tr.ent->monsterinfo.dodge(tr.ent, self, eta);
	}
}

/*
 * Used for all impact (hit/punch/slash) attacks
 */
qboolean
fire_hit(edict_t *self, vec3_t aim, int damage, int kick)
{
	trace_t tr;
	vec3_t forward, right, up;
	vec3_t v;
	vec3_t point;
	float range;
	vec3_t dir;
           
	if (!self)
	{
		return false;
	}
 
	/* Lazarus: Paranoia check */
	if (!self->enemy)
	{
		return false;
	}

	/* see if enemy is in range */
	VectorSubtract(self->enemy->s.origin, self->s.origin, dir);
	range = VectorLength(dir);

	if (range > aim[0])
	{
		return false;
	}

	if ((aim[1] > self->mins[0]) && (aim[1] < self->maxs[0]))
	{
		/* the hit is straight on so back the
		   range up to the edge of their bbox */
		range -= self->enemy->maxs[0];
	}
	else
	{
		/* this is a side hit so adjust the "right"
		   value out to the edge of their bbox */
		if (aim[1] < 0)
		{
			aim[1] = self->enemy->mins[0];
		}
		else
		{
			aim[1] = self->enemy->maxs[0];
		}
	}

	VectorMA(self->s.origin, range, dir, point);

	tr = gi.trace(self->s.origin, NULL, NULL, point, self, MASK_SHOT);

	if (tr.fraction < 1)
	{
		if (!tr.ent->takedamage)
		{
			return false;
		}

		/* if it will hit any client/monster
		   then hit the one we wanted to hit */
		if ((tr.ent->svflags & SVF_MONSTER) || (tr.ent->client))
		{
			tr.ent = self->enemy;
		}
	}

	AngleVectors(self->s.angles, forward, right, up);
	VectorMA(self->s.origin, range, forward, point);
	VectorMA(point, aim[1], right, point);
	VectorMA(point, aim[2], up, point);
	VectorSubtract(point, self->enemy->s.origin, dir);

	/* do the damage */
	T_Damage(tr.ent, self, self, dir, point, vec3_origin, damage,
			kick / 2, DAMAGE_NO_KNOCKBACK, MOD_HIT);

	if (!(tr.ent->svflags & SVF_MONSTER) && (!tr.ent->client))
	{
		return false;
	}

	/* do our special form of knockback here */
	VectorMA(self->enemy->absmin, 0.5, self->enemy->size, v);
	VectorSubtract(v, point, v);
	VectorNormalize(v);
	VectorMA(self->enemy->velocity, kick, v, self->enemy->velocity);

	if (self->enemy->velocity[2] > 0)
	{
		self->enemy->groundentity = NULL;
	}

	return true;
}

/*
 * This is an internal support routine 
 * used for bullet/pellet based weapons.
 */
void
fire_lead(edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick,
		int te_impact, int hspread, int vspread, int mod)
{
	trace_t tr;
	vec3_t dir;
	vec3_t forward, right, up;
	vec3_t end;
	float r;
	float u;
	vec3_t water_start;
	qboolean water = false;
	int content_mask = MASK_SHOT | MASK_WATER;
            
	if (!self)
	{
		return;
	}
 
	tr = gi.trace(self->s.origin, NULL, NULL, start, self, MASK_SHOT);

	if (!(tr.fraction < 1.0))
	{
		vectoangles(aimdir, dir);
		AngleVectors(dir, forward, right, up);

		r = crandom() * hspread;
		u = crandom() * vspread;
		VectorMA(start, 8192, forward, end);
		VectorMA(end, r, right, end);
		VectorMA(end, u, up, end);

		if (gi.pointcontents(start) & MASK_WATER)
		{
			water = true;
			VectorCopy(start, water_start);
			content_mask &= ~MASK_WATER;
		}

		tr = gi.trace(start, NULL, NULL, end, self, content_mask);

		/* see if we hit water */
		if (tr.contents & MASK_WATER)
		{
			int color;

			water = true;
			VectorCopy(tr.endpos, water_start);

			if (!VectorCompare(start, tr.endpos))
			{
				if (tr.contents & CONTENTS_WATER)
				{
					if (strcmp(tr.surface->name, "*brwater") == 0)
					{
						color = SPLASH_BROWN_WATER;
					}
					else
					{
						color = SPLASH_BLUE_WATER;
					}
				}
				else if (tr.contents & CONTENTS_SLIME)
				{
					color = SPLASH_SLIME;
				}
				else if (tr.contents & CONTENTS_LAVA)
				{
					color = SPLASH_LAVA;
				}
				else
				{
					color = SPLASH_UNKNOWN;
				}

				if (color != SPLASH_UNKNOWN)
				{
					gi.WriteByte(svc_temp_entity);
					gi.WriteByte(TE_SPLASH);
					gi.WriteByte(8);
					gi.WritePosition(tr.endpos);
					gi.WriteDir(tr.plane.normal);
					gi.WriteByte(color);
					gi.multicast(tr.endpos, MULTICAST_PVS);
				}

				/* change bullet's course when it enters water */
				VectorSubtract(end, start, dir);
				vectoangles(dir, dir);
				AngleVectors(dir, forward, right, up);
				r = crandom() * hspread * 2;
				u = crandom() * vspread * 2;
				VectorMA(water_start, 8192, forward, end);
				VectorMA(end, r, right, end);
				VectorMA(end, u, up, end);
			}

			/* re-trace ignoring water this time */
			tr = gi.trace(water_start, NULL, NULL, end, self, MASK_SHOT);
		}
	}

	/* send gun puff / flash */
	if (!((tr.surface) && (tr.surface->flags & SURF_SKY)))
	{
		if (tr.fraction < 1.0)
		{
			if (tr.ent->takedamage)
			{
				T_Damage(tr.ent, self, self, aimdir, tr.endpos, tr.plane.normal,
						damage, kick, DAMAGE_BULLET, mod);
			}
			else
			{
				if (strncmp(tr.surface->name, "sky", 3) != 0)
				{
					gi.WriteByte(svc_temp_entity);
					gi.WriteByte(te_impact);
					gi.WritePosition(tr.endpos);
					gi.WriteDir(tr.plane.normal);
					gi.multicast(tr.endpos, MULTICAST_PVS);

					if (self->client)
					{
						PlayerNoise(self, tr.endpos, PNOISE_IMPACT);
					}
				}
			}
		}
	}

	/* if went through water, determine 
	   where the end and make a bubble trail */
	if (water)
	{
		vec3_t pos;

		VectorSubtract(tr.endpos, water_start, dir);
		VectorNormalize(dir);
		VectorMA(tr.endpos, -2, dir, pos);

		if (gi.pointcontents(pos) & MASK_WATER)
		{
			VectorCopy(pos, tr.endpos);
		}
		else
		{
			tr = gi.trace(pos, NULL, NULL, water_start, tr.ent, MASK_WATER);
		}

		VectorAdd(water_start, tr.endpos, pos);
		VectorScale(pos, 0.5, pos);

		gi.WriteByte(svc_temp_entity);
		gi.WriteByte(TE_BUBBLETRAIL);
		gi.WritePosition(water_start);
		gi.WritePosition(tr.endpos);
		gi.multicast(pos, MULTICAST_PVS);
	}
}

/*
 * Fires a single round.  Used for machinegun and
 * chaingun.  Would be fine for pistols, rifles, etc....
 */
void
fire_bullet(edict_t *self, vec3_t start, vec3_t aimdir, int damage,
		int kick, int hspread, int vspread, int mod)
{            
	if (!self)
	{
		return;
	}
 
	fire_lead(self, start, aimdir, damage, kick, TE_GUNSHOT, hspread,
			vspread, mod);
}

/*
 * Shoots shotgun pellets. Used 
 * by shotgun and super shotgun.
 */
void
fire_shotgun(edict_t *self, vec3_t start, vec3_t aimdir, int damage,
		int kick, int hspread, int vspread, int count, int mod)
{
	int i;
              
	if (!self)
	{
		return;
	}
 
	for (i = 0; i < count; i++)
	{
		fire_lead(self, start, aimdir, damage, kick, TE_SHOTGUN,
				hspread, vspread, mod);
	}
}

/*
 * Fires a single blaster bolt.  
 * Used by the blaster and hyper blaster.
 */
void
blaster_touch(edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
{
	int mod;
      
	if (!self || !other || !plane || !surf)
	{
		G_FreeEdict(self);
		return;
	}
 
	if (other == self->owner)
	{
		return;
	}

	if (surf->flags & SURF_SKY)
	{
		G_FreeEdict(self);
		return;
	}

	if (self->owner->client)
	{
		PlayerNoise(self->owner, self->s.origin, PNOISE_IMPACT);
	}

	if (other->takedamage)
	{
		if (self->spawnflags & 1)
		{
			mod = MOD_HYPERBLASTER;
		}
		else
		{
			mod = MOD_BLASTER;
		}

		T_Damage(other, self, self->owner, self->velocity, self->s.origin,
				plane->normal, self->dmg, 1, DAMAGE_ENERGY, mod);
	}
	else
	{
		gi.WriteByte(svc_temp_entity);
		gi.WriteByte(TE_BLASTER);
		gi.WritePosition(self->s.origin);

		if (!plane)
		{
			gi.WriteDir(vec3_origin);
		}
		else
		{
			gi.WriteDir(plane->normal);
		}

		gi.multicast(self->s.origin, MULTICAST_PVS);
	}

	G_FreeEdict(self);
}

void
fire_blaster(edict_t *self, vec3_t start, vec3_t dir, int damage,
		int speed, int effect, qboolean hyper)
{
	edict_t *bolt;
	trace_t tr;
                            
	if (!self)
	{
		return;
	}
 
	VectorNormalize(dir);

	bolt = G_Spawn();
	bolt->svflags = SVF_DEADMONSTER;

	/* yes, I know it looks weird that projectiles are deadmonsters 
	   what this means is that when prediction is used against the object 
	   (blaster/hyperblaster shots), the player won't be solid clipped against 
	   the object.  Right now trying to run into a firing hyperblaster 
	   is very jerky since you are predicted 'against' the shots. */
	VectorCopy(start, bolt->s.origin);
	VectorCopy(start, bolt->s.old_origin);
	vectoangles(dir, bolt->s.angles);
	VectorScale(dir, speed, bolt->velocity);
	bolt->movetype = MOVETYPE_FLYMISSILE;
	bolt->clipmask = MASK_SHOT;
	bolt->solid = SOLID_BBOX;
	bolt->s.effects |= effect;
	bolt->s.renderfx |= RF_NOSHADOW;
	VectorClear(bolt->mins);
	VectorClear(bolt->maxs);
	bolt->s.modelindex = gi.modelindex("models/objects/laser/tris.md2");
	bolt->s.sound = gi.soundindex("misc/lasfly.wav");
	bolt->owner = self;
	bolt->touch = blaster_touch;
	bolt->nextthink = level.time + 2;
	bolt->think = G_FreeEdict;
	bolt->dmg = damage;
	bolt->classname = "bolt";

	if (hyper)
	{
		bolt->spawnflags = 1;
	}

	gi.linkentity(bolt);

	if (self->client)
	{
		check_dodge(self, bolt->s.origin, dir, speed);
	}

	tr = gi.trace(self->s.origin, NULL, NULL, bolt->s.origin, bolt, MASK_SHOT);

	if (tr.fraction < 1.0)
	{
		VectorMA(bolt->s.origin, -10, dir, bolt->s.origin);
		bolt->touch(bolt, tr.ent, NULL, NULL);
	}
}

void
Grenade_Explode(edict_t *ent)
{
	vec3_t origin;
	int mod;
          
	if (!ent)
	{
		return;
	}
     
	if (ent->owner && ent->owner->client)
	{
		PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT);
	}

	if (ent->enemy)
	{
		float points;
		vec3_t v;
		vec3_t dir;

		VectorAdd(ent->enemy->mins, ent->enemy->maxs, v);
		VectorMA(ent->enemy->s.origin, 0.5, v, v);
		VectorSubtract(ent->s.origin, v, v);
		points = ent->dmg - 0.5 * VectorLength(v);
		VectorSubtract(ent->enemy->s.origin, ent->s.origin, dir);

		if (ent->spawnflags & 1)
		{
			mod = MOD_HANDGRENADE;
		}
		else
		{
			mod = MOD_GRENADE;
		}

		T_Damage(ent->enemy, ent, ent->owner, dir, ent->s.origin, vec3_origin,
				(int)points, (int)points, DAMAGE_RADIUS, mod);
	}

	if (ent->spawnflags & 2)
	{
		mod = MOD_HELD_GRENADE;
	}
	else if (ent->spawnflags & 1)
	{
		mod = MOD_HG_SPLASH;
	}
	else
	{
		mod = MOD_G_SPLASH;
	}

	T_RadiusDamage(ent, ent->owner, ent->dmg, ent->enemy, ent->dmg_radius, mod);

	VectorMA(ent->s.origin, -0.02, ent->velocity, origin);
	gi.WriteByte(svc_temp_entity);

	if (ent->waterlevel)
	{
		if (ent->groundentity)
		{
			gi.WriteByte(TE_GRENADE_EXPLOSION_WATER);
		}
		else
		{
			gi.WriteByte(TE_ROCKET_EXPLOSION_WATER);
		}
	}
	else
	{
		if (ent->groundentity)
		{
			gi.WriteByte(TE_GRENADE_EXPLOSION);
		}
		else
		{
			gi.WriteByte(TE_ROCKET_EXPLOSION);
		}
	}

	gi.WritePosition(origin);
	gi.multicast(ent->s.origin, MULTICAST_PHS);

	G_FreeEdict(ent);
}

void
Grenade_Touch(edict_t *ent, edict_t *other, cplane_t *plane /* unused */, csurface_t *surf)
{                  
	if (!ent || !other || !surf)
	{
		G_FreeEdict(ent);
		return;
	}
     
	if (other == ent->owner)
	{
		return;
	}

	if (surf->flags & SURF_SKY)
	{
		G_FreeEdict(ent);
		return;
	}

	if (!other->takedamage)
	{
		if (ent->spawnflags & 1)
		{
			if (random() > 0.5)
			{
				gi.sound(ent, CHAN_VOICE, gi.soundindex(
								"weapons/hgrenb1a.wav"), 1, ATTN_NORM, 0);
			}
			else
			{
				gi.sound(ent, CHAN_VOICE, gi.soundindex(
								"weapons/hgrenb2a.wav"), 1, ATTN_NORM, 0);
			}
		}
		else
		{
			gi.sound(ent, CHAN_VOICE, gi.soundindex(
							"weapons/grenlb1b.wav"), 1, ATTN_NORM, 0);
		}

		return;
	}

	ent->enemy = other;
	Grenade_Explode(ent);
}

void
fire_grenade(edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed,
		float timer, float damage_radius)
{
	edict_t *grenade;
	vec3_t dir;
	vec3_t forward, right, up;
                                
	if (!self)
	{
		return;
	}
 
	vectoangles(aimdir, dir);
	AngleVectors(dir, forward, right, up);

	grenade = G_Spawn();
	VectorCopy(start, grenade->s.origin);
	VectorScale(aimdir, speed, grenade->velocity);
	VectorMA(grenade->velocity, 200 + crandom() * 10.0, up, grenade->velocity);
	VectorMA(grenade->velocity, crandom() * 10.0, right, grenade->velocity);
	VectorSet(grenade->avelocity, 300, 300, 300);
	grenade->movetype = MOVETYPE_BOUNCE;
	grenade->clipmask = MASK_SHOT;
	grenade->solid = SOLID_BBOX;
	grenade->s.effects |= EF_GRENADE;
	VectorClear(grenade->mins);
	VectorClear(grenade->maxs);
	grenade->s.modelindex = gi.modelindex("models/objects/grenade/tris.md2");
	grenade->owner = self;
	grenade->touch = Grenade_Touch;
	grenade->nextthink = level.time + timer;
	grenade->think = Grenade_Explode;
	grenade->dmg = damage;
	grenade->dmg_radius = damage_radius;
	grenade->classname = "grenade";

	gi.linkentity(grenade);
}

void
fire_grenade2(edict_t *self, vec3_t start, vec3_t aimdir, int damage,
		int speed, float timer, float damage_radius, qboolean held)
{
	edict_t *grenade;
	vec3_t dir;
	vec3_t forward, right, up;
                                 
	if (!self)
	{
		return;
	}
 
	vectoangles(aimdir, dir);
	AngleVectors(dir, forward, right, up);

	grenade = G_Spawn();
	VectorCopy(start, grenade->s.origin);
	VectorScale(aimdir, speed, grenade->velocity);
	VectorMA(grenade->velocity, 200 + crandom() * 10.0, up, grenade->velocity);
	VectorMA(grenade->velocity, crandom() * 10.0, right, grenade->velocity);
	VectorSet(grenade->avelocity, 300, 300, 300);
	grenade->movetype = MOVETYPE_BOUNCE;
	grenade->clipmask = MASK_SHOT;
	grenade->solid = SOLID_BBOX;
	grenade->s.effects |= EF_GRENADE;
	VectorClear(grenade->mins);
	VectorClear(grenade->maxs);
	grenade->s.modelindex = gi.modelindex("models/objects/grenade2/tris.md2");
	grenade->owner = self;
	grenade->touch = Grenade_Touch;
	grenade->nextthink = level.time + timer;
	grenade->think = Grenade_Explode;
	grenade->dmg = damage;
	grenade->dmg_radius = damage_radius;
	grenade->classname = "hgrenade";

	if (held)
	{
		grenade->spawnflags = 3;
	}
	else
	{
		grenade->spawnflags = 1;
	}

	grenade->s.sound = gi.soundindex("weapons/hgrenc1b.wav");

	if (timer <= 0.0)
	{
		Grenade_Explode(grenade);
	}
	else
	{
		gi.sound(self, CHAN_WEAPON, gi.soundindex(
						"weapons/hgrent1a.wav"), 1, ATTN_NORM, 0);
		gi.linkentity(grenade);
	}
}

void
rocket_touch(edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
{
	vec3_t origin;
	int n;
       
	if (!ent || !other || !plane || !surf)
	{
		G_FreeEdict(ent);
		return;
	}
     
	if (other == ent->owner)
	{
		return;
	}

	if (surf->flags & SURF_SKY)
	{
		G_FreeEdict(ent);
		return;
	}

	if (ent->owner && ent->owner->client)
	{
		PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT);
	}

	/* calculate position for the explosion entity */
	VectorMA(ent->s.origin, -0.02, ent->velocity, origin);

	if (other->takedamage)
	{
		T_Damage(other, ent, ent->owner, ent->velocity, ent->s.origin,
				plane->normal, ent->dmg, 0, 0, MOD_ROCKET);
	}
	else
	{
		/* don't throw any debris in net games */
		if (!deathmatch->value && !coop->value)
		{
			if ((surf) && !(surf->flags &
				  (SURF_WARP | SURF_TRANS33 | SURF_TRANS66 | SURF_FLOWING)))
			{
				n = rand() % 5;

				while (n--)
				{
					ThrowDebris(ent, "models/objects/debris2/tris.md2",
							2, ent->s.origin);
				}
			}
		}
	}

	T_RadiusDamage(ent, ent->owner, ent->radius_dmg, other, ent->dmg_radius,
			MOD_R_SPLASH);

	gi.WriteByte(svc_temp_entity);

	if (ent->waterlevel)
	{
		gi.WriteByte(TE_ROCKET_EXPLOSION_WATER);
	}
	else
	{
		gi.WriteByte(TE_ROCKET_EXPLOSION);
	}

	gi.WritePosition(origin);
	gi.multicast(ent->s.origin, MULTICAST_PHS);

	G_FreeEdict(ent);
}

void
fire_rocket(edict_t *self, vec3_t start, vec3_t dir, int damage,
		int speed, float damage_radius, int radius_damage)
{
	edict_t *rocket;
                          
	if (!self)
	{
		return;
	}
 
	rocket = G_Spawn();
	VectorCopy(start, rocket->s.origin);
	VectorCopy(dir, rocket->movedir);
	vectoangles(dir, rocket->s.angles);
	VectorScale(dir, speed, rocket->velocity);
	rocket->movetype = MOVETYPE_FLYMISSILE;
	rocket->clipmask = MASK_SHOT;
	rocket->solid = SOLID_BBOX;
	rocket->s.effects |= EF_ROCKET;
	VectorClear(rocket->mins);
	VectorClear(rocket->maxs);
	rocket->s.modelindex = gi.modelindex("models/objects/rocket/tris.md2");
	rocket->owner = self;
	rocket->touch = rocket_touch;
	rocket->nextthink = level.time + 8000 / speed;
	rocket->think = G_FreeEdict;
	rocket->dmg = damage;
	rocket->radius_dmg = radius_damage;
	rocket->dmg_radius = damage_radius;
	rocket->s.sound = gi.soundindex("weapons/rockfly.wav");
	rocket->classname = "rocket";

	if (self->client)
	{
		check_dodge(self, rocket->s.origin, dir, speed);
	}

	gi.linkentity(rocket);
}

void
fire_rail(edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick)
{
	vec3_t from;
	vec3_t end;
	trace_t tr;
	edict_t *ignore;
	int mask;
	qboolean water;
                           
	if (!self)
	{
		return;
	}
 
	VectorMA(start, 8192, aimdir, end);
	VectorCopy(start, from);
	ignore = self;
	water = false;
	mask = MASK_SHOT | CONTENTS_SLIME | CONTENTS_LAVA;

	while (ignore)
	{
		tr = gi.trace(from, NULL, NULL, end, ignore, mask);

		if (tr.contents & (CONTENTS_SLIME | CONTENTS_LAVA))
		{
			mask &= ~(CONTENTS_SLIME | CONTENTS_LAVA);
			water = true;
		}
		else
		{
			if ((tr.ent->svflags & SVF_MONSTER) || (tr.ent->client) ||
				(tr.ent->solid == SOLID_BBOX))
			{
				ignore = tr.ent;
			}
			else
			{
				ignore = NULL;
			}

			if ((tr.ent != self) && (tr.ent->takedamage))
			{
				T_Damage(tr.ent, self, self, aimdir, tr.endpos, tr.plane.normal,
						damage, kick, 0, MOD_RAILGUN);
			}
			else
			{
				ignore = NULL;
			}
		}

		VectorCopy(tr.endpos, from);
	}

	/* send gun puff / flash */
	gi.WriteByte(svc_temp_entity);
	gi.WriteByte(TE_RAILTRAIL);
	gi.WritePosition(start);
	gi.WritePosition(tr.endpos);
	gi.multicast(self->s.origin, MULTICAST_PHS);

	if (water)
	{
		gi.WriteByte(svc_temp_entity);
		gi.WriteByte(TE_RAILTRAIL);
		gi.WritePosition(start);
		gi.WritePosition(tr.endpos);
		gi.multicast(tr.endpos, MULTICAST_PHS);
	}

	if (self->client)
	{
		PlayerNoise(self, tr.endpos, PNOISE_IMPACT);
	}
}

void
bfg_explode(edict_t *self)
{
	edict_t *ent;
	float points;
	vec3_t v;
	float dist;
                            
	if (!self)
	{
		return;
	}
 
	if (self->s.frame == 0)
	{
		/* the BFG effect */
		ent = NULL;

		while ((ent = findradius(ent, self->s.origin, self->dmg_radius)) != NULL)
		{
			if (!ent->takedamage)
			{
				continue;
			}

			if (ent == self->owner)
			{
				continue;
			}

			if (!CanDamage(ent, self))
			{
				continue;
			}

			if (!CanDamage(ent, self->owner))
			{
				continue;
			}

			VectorAdd(ent->mins, ent->maxs, v);
			VectorMA(ent->s.origin, 0.5, v, v);
			VectorSubtract(self->s.origin, v, v);
			dist = VectorLength(v);
			points = self->radius_dmg * (1.0 - sqrt(dist / self->dmg_radius));

			if (ent == self->owner)
			{
				points = points * 0.5;
			}

			gi.WriteByte(svc_temp_entity);
			gi.WriteByte(TE_BFG_EXPLOSION);
			gi.WritePosition(ent->s.origin);
			gi.multicast(ent->s.origin, MULTICAST_PHS);
			T_Damage(ent, self, self->owner, self->velocity, ent->s.origin, vec3_origin,
					(int)points, 0, DAMAGE_ENERGY, MOD_BFG_EFFECT);
		}
	}

	self->nextthink = level.time + FRAMETIME;
	self->s.frame++;

	if (self->s.frame == 5)
	{
		self->think = G_FreeEdict;
	}
}

void
bfg_touch(edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
{                          
	if (!self || !other || !plane || !surf)
	{
		G_FreeEdict(self);
		return;
	}
 
	if (other == self->owner)
	{
		return;
	}

	if (surf->flags & SURF_SKY)
	{
		G_FreeEdict(self);
		return;
	}

	if (self->owner->client)
	{
		PlayerNoise(self->owner, self->s.origin, PNOISE_IMPACT);
	}

	/* core explosion - prevents firing it into the wall/floor */
	if (other->takedamage)
	{
		T_Damage(other, self, self->owner, self->velocity, self->s.origin,
				plane->normal, 200, 0, 0, MOD_BFG_BLAST);
	}

	T_RadiusDamage(self, self->owner, 200, other, 100, MOD_BFG_BLAST);

	gi.sound(self, CHAN_VOICE, gi.soundindex(
					"weapons/bfg__x1b.wav"), 1, ATTN_NORM, 0);
	self->solid = SOLID_NOT;
	self->touch = NULL;
	VectorMA(self->s.origin, -1 * FRAMETIME, self->velocity, self->s.origin);
	VectorClear(self->velocity);
	self->s.modelindex = gi.modelindex("sprites/s_bfg3.sp2");
	self->s.frame = 0;
	self->s.sound = 0;
	self->s.effects &= ~EF_ANIM_ALLFAST;
	self->think = bfg_explode;
	self->nextthink = level.time + FRAMETIME;
	self->enemy = other;

	gi.WriteByte(svc_temp_entity);
	gi.WriteByte(TE_BFG_BIGEXPLOSION);
	gi.WritePosition(self->s.origin);
	gi.multicast(self->s.origin, MULTICAST_PVS);
}

void
bfg_think(edict_t *self)
{
	edict_t *ent;
	edict_t *ignore;
	vec3_t point;
	vec3_t dir;
	vec3_t start;
	vec3_t end;
	int dmg;
	trace_t tr;
 
	if (!self)
	{
		return;
	}
 
	if (deathmatch->value)
	{
		dmg = 5;
	}
	else
	{
		dmg = 10;
	}

	ent = NULL;

	while ((ent = findradius(ent, self->s.origin, 256)) != NULL)
	{
		if (ent == self)
		{
			continue;
		}

		if (ent == self->owner)
		{
			continue;
		}

		if (!ent->takedamage)
		{
			continue;
		}

		if (!(ent->svflags & SVF_MONSTER) && (!ent->client) &&
			(strcmp(ent->classname, "misc_explobox") != 0))
		{
			continue;
		}

		VectorMA(ent->absmin, 0.5, ent->size, point);

		VectorSubtract(point, self->s.origin, dir);
		VectorNormalize(dir);

		ignore = self;
		VectorCopy(self->s.origin, start);
		VectorMA(start, 2048, dir, end);

		while (1)
		{
			tr = gi.trace(start, NULL, NULL, end, ignore,
					CONTENTS_SOLID | CONTENTS_MONSTER | CONTENTS_DEADMONSTER);

			if (!tr.ent)
			{
				break;
			}

			/* hurt it if we can */
			if ((tr.ent->takedamage) && !(tr.ent->flags & FL_IMMUNE_LASER) &&
				(tr.ent != self->owner))
			{
				T_Damage(tr.ent, self, self->owner, dir, tr.endpos, vec3_origin,
						dmg, 1, DAMAGE_ENERGY, MOD_BFG_LASER);
			}

			/* if we hit something that's not a monster or player we're done */
			if (!(tr.ent->svflags & SVF_MONSTER) && (!tr.ent->client))
			{
				gi.WriteByte(svc_temp_entity);
				gi.WriteByte(TE_LASER_SPARKS);
				gi.WriteByte(4);
				gi.WritePosition(tr.endpos);
				gi.WriteDir(tr.plane.normal);
				gi.WriteByte(self->s.skinnum);
				gi.multicast(tr.endpos, MULTICAST_PVS);
				break;
			}

			ignore = tr.ent;
			VectorCopy(tr.endpos, start);
		}

		gi.WriteByte(svc_temp_entity);
		gi.WriteByte(TE_BFG_LASER);
		gi.WritePosition(self->s.origin);
		gi.WritePosition(tr.endpos);
		gi.multicast(self->s.origin, MULTICAST_PHS);
	}

	self->nextthink = level.time + FRAMETIME;
}

void
fire_bfg(edict_t *self, vec3_t start, vec3_t dir, int damage,
		int speed, float damage_radius)
{
	edict_t *bfg;
  
	if (!self)
	{
		return;
	}
 
	bfg = G_Spawn();
	VectorCopy(start, bfg->s.origin);
	VectorCopy(dir, bfg->movedir);
	vectoangles(dir, bfg->s.angles);
	VectorScale(dir, speed, bfg->velocity);
	bfg->movetype = MOVETYPE_FLYMISSILE;
	bfg->clipmask = MASK_SHOT;
	bfg->solid = SOLID_BBOX;
	bfg->s.effects |= EF_BFG | EF_ANIM_ALLFAST;
	VectorClear(bfg->mins);
	VectorClear(bfg->maxs);
	bfg->s.modelindex = gi.modelindex("sprites/s_bfg1.sp2");
	bfg->owner = self;
	bfg->touch = bfg_touch;
	bfg->nextthink = level.time + 8000 / speed;
	bfg->think = G_FreeEdict;
	bfg->radius_dmg = damage;
	bfg->dmg_radius = damage_radius;
	bfg->classname = "bfg blast";
	bfg->s.sound = gi.soundindex("weapons/bfg__l1a.wav");

	bfg->think = bfg_think;
	bfg->nextthink = level.time + FRAMETIME;
	bfg->teammaster = bfg;
	bfg->teamchain = NULL;

	if (self->client)
	{
		check_dodge(self, bfg->s.origin, dir, speed);
	}

	gi.linkentity(bfg);
}

